Isabelle

131 moves38 changed by HDR93 vanillainternal shizue
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛
Jab
3-42Sakurai14 / 30-11318–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla➔‡
Dash Attack
spawns pot240––

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↛
Forward Tilt
8-1111.5Sakurai56 / 78-17834–0, 1, 2, 3, 4haver, armr
hdr‡
Up Tilt
6-13882°62 / 86-15628–0, 1havel
hdr↛‡
Down Tilt
7-91380°45 / 92-14731–0top
7-910275°57 / 46-161top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr↛
Forward Smash
14-1617Sakurai25 / 108-201446–0, 1top
17-1913Sakurai40 / 113-190, 1top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr➔‡
Up Smash
9-102100°70 fixed-24937–0top
9-102100°60 fixed-241top
vanilla•
Down Smash
no hitboxes–61––
hdr↛
Down Smash
8-91328°35 / 99-26844–0, 1top
12-131028°40 / 114-240, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr↛‡
Neutral Air
4-71150°25 / 103+143271-2, 32–0, 1, 2handl, handr, hip
8-247Sakurai20 / 85-20, 1, 2handl, handr, hip
hdr◆‡
Forward Air
10-14970°33 / 84-3103091-2, 23–0, 1stickl
hdr‡
Back Air
no hitboxes–40121-3, 33––
hdr‡
Up Air
6-81276°47 / 92-2641101-5, 31–0, 1top
9-24870°47 / 90-40, 1top
hdr‡
Down Air
12-1312270°0 / 77-31242111-11, 38–0top
14-24860°40 / 98-50, 1top

Special Attacks

55 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Neutral Special
no hitboxes–30–––
SpecialNHand vanilla
Neutral Special
no hitboxes–34–––
hdr
Neutral Special
1-5669°70 / 90-21128––0, 1top
vanilla
Neutral Special
no hitboxes–30–––
vanilla
Neutral Special
no hitboxes–41–––
vanilla
Neutral Special
no hitboxes–41–––
vanilla‡
Neutral Special
no hitboxes–31–––
hdr
Neutral Special
no hitboxes–30–––
SpecialAirNHand vanilla
Neutral Special
no hitboxes–34–––
hdr
Neutral Special
1-5669°70 / 90-21128––0, 1top
vanilla
Neutral Special
no hitboxes–30–––
vanilla
Neutral Special
no hitboxes–40–––
vanilla
Neutral Special
no hitboxes–40–––
vanilla‡
Neutral Special
no hitboxes–31–––
hdr‡
Side Special
12-150350°30 fixed–1241––0top
SpecialSReel vanilla•
Side Special
no hitboxes–––––
SpecialSHook vanilla•
Side Special
no hitboxes–16–––
SpecialSEnd vanilla
Side Special
no hitboxes–24–––
SpecialSCut vanilla
Side Special
no hitboxes–30–––
SpecialSHit vanilla•
Side Special
no hitboxes–16–––
SpecialSHitReel vanilla•
Side Special
no hitboxes–9–––
SpecialSCatchWait vanilla•
Side Special
no hitboxes–––––
hdr‡
Side Special
1-26770°70 / 25–127––0–
hdr‡
Side Special
1-24770°70 / 25–125––0–
hdr‡
Side Special
1-351290°100 / 45–136––0–
hdr‡¶
Side Special
1-241020°120 fixed–140––0–
20-24140°34 / 80-171top
25-391030°140 fixed–0–
25-391020°100 fixed–0–
25-391030°140 fixed–0–
25-391020°100 fixed–0–
vanilla
Side Special
no hitboxes–16–––
hdr•‡
Side Special
no hitboxes–43–––
SpecialAirSReel vanilla•
Side Special
no hitboxes–––––
SpecialAirSHook vanilla•
Side Special
no hitboxes–16–––
SpecialAirSEnd vanilla
Side Special
no hitboxes–24–––
SpecialAirSCut vanilla
Side Special
no hitboxes–30–––
SpecialAirSHit vanilla•
Side Special
no hitboxes–16–––
SpecialAirSHitReel vanilla•
Side Special
no hitboxes–9–––
SpecialAirSCatchWait vanilla•
Side Special
no hitboxes–––––
hdr‡
Side Special
1-26770°70 / 25–127––0–
hdr‡
Side Special
1-24770°70 / 25–125––0–
hdr‡
Side Special
1-351290°100 / 45–136––0–
hdr‡¶
Side Special
1-161035°100 fixed–133––0–
14-16140°34 / 80-161top
17-321045°120 fixed–0–
17-321035°80 fixed–0–
17-321045°120 fixed–0–
17-321035°80 fixed–0–
vanilla
Side Special
no hitboxes–16–––
vanilla↛•
Up Special
spawns swing121–C–
vanilla↛•
Up Special
spawns swing12130C–
vanilla•
Up Special
no hitboxes––30––
vanilla•
Up Special
no hitboxes––30––
vanilla
Up Special
no hitboxes–21–––
vanilla
Up Special
no hitboxes–21–––
vanilla•
Up Special
no hitboxes–1630––
vanilla•
Up Special
no hitboxes–1630––
vanilla•
Up Special
no hitboxes–2130––
hdr•
Up Special
no hitboxes–2130––
hdr‡
Down Special
no hitboxes–43–––
SpecialLwFailure vanilla
Down Special
no hitboxes–45–––
vanilla
Down Special
no hitboxes–27–JC 7–
SpecialAirLwFailure vanilla
Down Special
no hitboxes–45–––
vanilla
Down Special
no hitboxes–27–JC 7–

Grabs

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
10-12––– / –––40–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr‡
Dash Grab
12-14––– / –––44–0grab
hdr‡
Pivot Grab
13-15––– / –––41–0grab
vanilla•‡
Air Grab (Tether)
no hitboxes–37––
AirCatchPose vanilla•
Air Grab (Tether)
no hitboxes–181––
vanilla•
Air Grab (Tether)
no hitboxes–60––
AirCatchHitLoop vanilla•
Air Grab (Tether)
no hitboxes––––
AirCatchHang vanilla•
Air Grab (Tether)
no hitboxes–10––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1940°80 / 20–1538230–
1-373Sakurai60 / 100–0–
hdr
Back Throw
19140°80 / 20–1433190–
1-323Sakurai60 / 100–0–
hdr‡
Up Throw
11090°60 / 94–2043230–
1-423Sakurai60 / 100–0–
hdr
Down Throw
1685°72 / 74–1831130–
1-303Sakurai60 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5910–
hdr•
Air Dodge
intangible 4–26–5910–
vanilla↛
Ledge Attack
21-23945°90 / 20-302158–0top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla‡
DownSpotU
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–71––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

6 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Bullet

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
ShootF
1-27Sakurai55 / 1000top
3-84Sakurai10 / 1000top
9+2.5Sakurai10 / 1000top
hdr⇥
ShootB
1-211Sakurai58 / 850top
3-47Sakurai14 / 780top
5-75Sakurai15 / 720top

Clayrocket

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
2-121.696°70 fixed0top
13+0.989°70 / 100top
hdr
Burst
1-21260°50 / 700top
vanilla
Destroy
1-21060°50 / 700top

Office

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Construct
87-17410Sakurai65 / 600top
296-2991545°80 / 1150top

Pot

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Throwed
1-61070°42 / 850have
7-60670°37 / 850have

Tomnook

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
ConstructEndL
1195367°45 / 1000–
vanilla
ConstructEndR
1195367°45 / 1000–

Trafficsign

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Attack
7-91488°34 / 1020, 1top, trafficsign
10-111288°34 / 1020, 1top, trafficsign

Attributes

Weight & Size

Weight
82
Jostle Weight
5.7
Shield Radius
9.6

Ground Movement

Walk Speed
1.14
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.665
Run Speed
1.58
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.081

Jumps

Jumpsquat
4
Jump Initial Y
11.6188
Full Hop Height
32.5
Short Hop Height
15.29
Air Jump Height
32.5
Jump Count
2
Horizontal Jump Speed
1.45
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.3

Air Movement

Air Speed
0.978
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.084
Fall Speed
1.76

Landing Lag

Nair
7
Fair
9
Bair
12
Uair
10
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (58 -> 60 frames).Forward Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Dash Attack, Up Tilt, Down Tilt, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Fire), Neutral Special (Air, Fire), Side Special (Start), Side Special (ThrowF), Side Special (ThrowB), Side Special (ThrowHi), Side Special (ThrowLw), Side Special (Air, Start), Side Special (Air, ThrowF), Side Special (Air, ThrowB), Side Special (Air, ThrowHi), Side Special (Air, ThrowLw), Down Special (Set), Grab, Dash Grab, Pivot Grab, Up Throw, DownSpotU, Air Grab (Tether)
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Side Special (ThrowLw), Side Special (Air, ThrowLw)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Bullet is on the field for up to 7 frames (param_bullet.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Bullet: ShootB
  • Pot is on the field for up to 60 frames (param_pot.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Pot: Throwed
↛The move creates something this site has no table for — an item, or an article with no hitbox of its own. The name shown is the engine’s own, not a heading to go looking for.
  • Also spawns picopicohammer — the engine's name for it, and there is no table for it here.Jab 1
  • Also spawns umbrella — the engine's name for it, and there is no table for it here.Forward Tilt
  • Also spawns weeds — the engine's name for it, and there is no table for it here.Down Tilt
  • Also spawns cracker — the engine's name for it, and there is no table for it here.Forward Smash
  • Also spawns bucket — the engine's name for it, and there is no table for it here.Down Smash
  • Also spawns pompon — the engine's name for it, and there is no table for it here.Neutral Air, Ledge Attack
  • Damage comes from swing — the engine's name for it, and there is no table for it here.Up Special, Up Special (Air)
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Pot — see Projectiles & Articles below.Dash Attack
  • Also spawns Trafficsign — see Projectiles & Articles below.Up Smash
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Hook), Side Special (Hit), Side Special (HitReel), Side Special (Air, Start), Side Special (Air, Hook), Side Special (Air, Hit), Side Special (Air, HitReel), Up Special, Up Special (Air), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2, Air Grab (Tether), AirCatchPose, AirCatchHit, AirCatchHang
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Reel), Side Special (CatchWait), Side Special (Air, Reel), Side Special (Air, CatchWait), Up Special (Air, Wait1), Up Special (Air, Wait2), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait, AirCatchHitLoop
  • Landing lag is 30 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air), Up Special (Air, Wait1), Up Special (Air, Wait2), Up Special (Air, Flap1), Up Special (Air, Flap2), Up Special (Air, End), Up Special (Air, Detach)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.